Navigate to the Weapon Mods Expanded folder you extracted and copy the meshes and textures folders

Navigate to the the Data folder in the TTW WMX folder you extracted and paste the meshes and textures folders in it

Navigate to the WMX Modern Weapons folder you extracted and copy the meshes and texture folders

Navigate to the the Data folder in the TTW WMX folder you extracted and paste the meshes and textures folders in it and merge/overwrite

Navigate to the WMX DLC folder you extracted and copy the meshes and textures folders

Navigate to the the Data folder in the TTW WMX folder you extracted and paste the meshes and textures folders in it and merge/overwrite

Navigate to the TTW WMX folder you extracted and select and copy the meshes folder

Navigate to the the Data folder in the TTW WMX folder you extracted and paste the meshes folder in it and merge/overwrite

In the TTW WMX folder there are two folders, withPOP and withoutPOP, if you have the Pre Order Packs then select withPOP , if you don't then select withoutPOP

Select and copy the WeaponModsExpanded.esp in the folder you selected in the previous step

Navigate to the the Data folder in the TTW WMX folder you extracted and paste the WeaponModsExpanded.esp in it

Navigate to the TTW WMX folder you extracted and select the Data folder and compress it, call it TTW_WMX and install the package with your mod manager of choice.

DO NOT USE THE ORIGINAL WMX ESP FILES, THAT WILL BREAK TTW WMX.

You do NOT need any of the plugins which came with the WMX packages.

Any other patches which relied on WMX DLC, WMX POP or WMX MW will need to be made compatible with this version. If you suggest them here in the thread I MIGHT take the time to look at them.

Notes

The following weapons have a full compliment of weapon mods.

Assault Rifle
Wanda

Blackhawk
Callahan's Magnum
Paulson's Revolver

Experimental MIRV

Ol' Painless

The Break

Col.Autumn's 10mm Pistol

The Terrible Shotgun

Black Bart's Bane

Smuggler's End
Col. Autumns Laser Pistol
Protectron's Gaze

Eugene

A3-21's Plasma Rifle

The Kneecapper

Sydney's 10mm "Ultra" SMG

O'Grady's Peacemaker

Fawkes' Super Sledge

Butch's Toothpick

Highwayman's Friend

Reservist's Rifle
Victory Rifle

The Tenderizer

Miss Launcher

Board of Education
Breaker

Ant's Sting
Toy Knife
Ritual Knife

Jack

Xuanlong Assault Rifle

Love Tap
Steel Knuckles

Curse Breaker
Excalibat

Burnmaster
Slo-Burn Flamer

Plunkett's Valid Points

The Shocker
Fisto!

Stabhappy
Occam's Razor

Prototype Gauss Rifle (Anchorage Gauss Rifle)

Auto Axe
Man Opener
The Mauler
Steel Saw

Vengeance
Precision Gatling Laser

Double-Barrel Shotgun
Pa's Fishing Aid

Lincoln's Repeater
Lever Action Rifle
Backwater Rifle

Samurai's Sword

Firelance
Captain's Sidearm

MPLX Novasurge

----------------

The following weapons don't have mods yet because custom meshes/textures needed or could not think of any mods.
I've asked Weijiesen to help with the Alien Weapons, but he's busy and it might be awhile.
Some of the weapons will probably have mods added by TTW in the future.

Thank you for putting your time into this. After I installed it, I had to modify my DLC weapons integration mod to work without the WMX DLC esp. All I had to do was swap all of the referenced weapon mods from the WMX DLC for their counterparts in the TTW esp. Then, removed the WMX DLC esp as a master file. I did all of this with NVEdit. One question, though. I have a mod that integrates the pre-order equipment into the level list. Its WMX patch says not to use the WMX POP patch. I presume because it was integrated into that mod. With all that said, should I use the withoutPOP esp or should I use the withPOP esp anyways?

I guess I could share my altered DLC Weapons Integration esp. The only change I made, like I said, was removing its dependency on the WMXDLCMerged.esp. I tested it, and it seems to work. How should I share it, exactly?

This mod and WMX mods for some TTW weapons seem to be trying to achieve the same thing, but there are definite differences. Any chance they could be merged, or at least given different names. I have spent the last couple of hours trying to reconcile the differences, and some are just too great where the modded weapons are entirely different. Also both mods have discrepancies with the TTW fixes mod. They don't stop gameplay, but the TTW Fixes mod corrected some animations and sound effects, which this mod reversed.

which compatibility patch for WMX-EVE you are supposed to use if you have the TTW versions of both? The 107 CP readme instructions say 'use WMX-EVE-AllDLCMerged.esp if you are using EVE FNV - ALL DLC.esp and WMX-DLCMerged.esp'
The new WMX is simply called 'WeaponModsExpanded' so I am a bit confused.

Bug with A3-21's weapon mods fixed AGAIN. Update in first post, this should be the last one until more weapon mods are added in TTW.

OPTWood: No they won't be merged, TTW has it's own mods now and that conflicts with them. That's also for a different (deprecated) version of WMX. For additional mods added for this mod, I stuck with Antistar's MO and created only a few mods which I felt were a good balance, f.e. the improved rifling mods for a few of the weapons. As for TTW Fixes, that's what merge patches are for, I'm not going to include someone elses work in this mod which is a straight patch for WMX. Feel free to make yourself a merge patch and add any animation/sound effect changes you like.

Tizerist: The patches thread contains the WMX-EVE patch which will probably be updated by the time you read this.

(Sorry if this looks like one giant paragraph. I meant for it to be two) Personally, I use the Bash Patch for all of my games except Skyrim, where I use both Merged and Bash Patches. I also use Wrye Bash/Flash as my primary mod manager, as I find the BAIN installer very useful. But, I see where you are coming from. People shouldn't be forced to use something they don't want to, especially if there was an perfectly good alternative.
Currently, the Wrye Bash development team is trying to integrate Wrye Flash for both Fallout 3 and New Vegas into the mainstream Wrye Bash. I'm currently testing it. One neat little feature that the test version has is the ability to manage all supported games from one installation, instead of having to maintain multiple installations. That will probably at least partially aliviate one issue that people may have, as most people use Wyre Bash/Flash exclusively for Bash Patches. Just thought I point that out.

Yes we shouldn't be forced to have to use something we don't want to use. Edit is supposed to be a tool for authors and modders, why remove a feature that modders use on a regular basis in favor of a tool which is for completely different purposes. I fail to see the logic in that, other than favoritism by the authors.

I do not see eye to eye with them on many issues, but that's my right to do so.

Sorry if it's a stupid question, but I was wondering what I should do with WMX-EVE? I've installed both this and your merged version of eve, and I'm wondering if installing the normal WMX-EVE patch would work as it normally would, or if it would cause problems? Edit: Reading the rest of the page, my question has already been answered. Doh.

Sorry if it's a stupid question, but I was wondering what I should do with WMX-EVE? I've installed both this and your merged version of eve, and I'm wondering if installing the normal WMX-EVE patch would work as it normally would, or if it would cause problems? Edit: Reading the rest of the page, my question has already been answered. Doh.

As for the PN patch, I don't know. I guess it would have to be made compatible with the PN TTW patch?

WRP is use at your own discression, I suppose it should work, I haven't tried it. I'd like a FO3 WRP patch which is compatibile with the new mods, but someone like Mill or Tricky would have to do that.

Roy, I'm not sure if this is a bug or not, but the "Weathered 10mm Pistol" from the Classic pack isn't showing its mods. Or at least not showing its Silencer mod, (since it's the only mod i have been able to afford for it.) The mod itself works since the gun is now silenced, but rather the guns model doesn't change.

Well now, after I looked on the wiki it seems that it's a vanilla bug. I thought I had a version of that gun with mods and they showed from WMX but now i can't be certain.

Thank you for replying, sorry for being a massive pain in the ass when it comes to asking questions about mod compatibility. I'm so used to having this many mods that it's damn near impossible to play Vanilla now(especially without Project Nevada)

I did some testing, and there seems to be some kind of interaction with the TTW stash pack options esp.

At first I had the stash pack options before WMX higher in the load order. Which resulted in me getting the classic pack items, (due to a known bug with the stash pack esp) but no menu that would come up for the others. Next I tired putting the stash pack esp below WMX, this resulted in the menu box for the options to pop up as expected, however the gun I got is the games default weathered 10MM one (with its visualless weapon mods.) Removing the TTW stash pack options esp from the load order, gave me all the stuff, and most importantly when I first equipted the weathered 10MM, WMX scripted pop up offering the mod visable replacement model came up.

So there is some odd behavior with the stash pack options and not obtaining the "new" weathered 10MM pistol that WMX offers.

Wow i was waiting for this for a long time 1 of the many things that Fallout New Vegas did great was the weapon mods. Now i can finally enjoy all the weapon mods and some new weapon mods in the world of Fallout 3.

WMX weapon mods are not in the leveled lists for either wasteland. Vanilla mods are in the leveled lists in NV by default. You can only buy the WMX mods from vendors or create them, and that is how it was designed and I will not deviate from how Antistar has built his mod. The mods are fully integrated into all the vendors who sell weapons and ammo. You will not find GRA or NV specific weapon mods in DC and vice versa unless you use a mod which adds a machine or some alternate way of aquiring them.

Better integration of the vanilla mods will be forthcoming in TTW.

I will try to make other mods which rely on WMX to be compatible with this version in the future. Mods like the The Weapon Mod Vending Machine and Vending Machines of the Wastes will work fine.

The parts for the craftable mods are in the container lists and thoroughly tested in my own game, and they appear on a regular basis in both wastelands.

At first I was taken aback by the number of steps required. Turns out it is a bit easier with MO. I'll share the steps I took in case I got it right and someone finds it useful.

MO Installation

1) Install Weapon Mods Expanded 1.13, WMX Modern Weapons 1.0.7, WMX DLC v1.0.1 by into a single mod by merging them.2) Open the mod and move all ESP files into the Optional ESPs box
3) Install WMX TTW manually and drag meshes and either WeaponModsExpanded.espfile (see step 14. above) into the Data folder and the right click Data folder and choose Set data directory...
4) Make sure WMXTTW mods has higher priority than Weapon Mods Expanded mod

I want to make a cut weapon restoration mod, and the work will already be compatible with WMX. OR someone else may decide to make one or use the weapons in their mod, so again they will already be supported by WMX.